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[00:45:35] <m_kiewitz> droid2727: how did the realm work? did sierra implement tcp/ip into sci?
[00:45:49] <droid2727> a kNetwork kernel function
[00:45:59] <droid2727> the details beyond that, I don't know
[00:46:48] <droid2727> m_kiewitz: poke me in about an hour and I'll dig up my detection patch with the demo versions
[00:46:50] <m_kiewitz> wait, on realmserver.com it says DirectX 7.1 required o_O
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[00:47:02] <droid2727> probably for audio
[00:47:09] <m_kiewitz> right "DirectX version 7 or greater is required to provide sound support to The Realm."
[00:47:19] <m_kiewitz> did the windows sci need this?
[00:47:25] <droid2727> It doesn't use kSound or kAudio, but kPlayMidi and kPlayWav
[00:47:29] <m_kiewitz> argh
[00:47:49] <m_kiewitz> is it free to download? Or can you buy it somewhere?
[00:47:54] <m_kiewitz> are servers still running?
[00:48:02] <droid2727> the demo is free, not the full one
[00:48:17] <droid2727> servers are still running, yes
[00:48:35] <m_kiewitz> how the hell did they do that? Did activision take them over?
[00:48:57] <m_kiewitz> although would that even count as adventure game anymore?
[00:49:08] <m_kiewitz> it's literally a MMORPG
[00:49:19] <droid2727> happened before activision
[00:49:45] <droid2727> presumably their agreement with Sierra was in perpetuity, but I'm just guessing
[00:50:02] <m_kiewitz> so another company takes care of the servers? but who pays for it?
[00:50:21] <droid2727> those playing the full version pay for it
[00:50:25] <m_kiewitz> does it require a monthly fee?
[00:50:58] <m_kiewitz> ah right
[00:51:01] <m_kiewitz> :P
[00:51:12] <m_kiewitz> "Credit Card (Free Trial or $6.99/month or $69.99/year)"
[00:51:22] <m_kiewitz> my interest vanished
[00:52:22] <m_kiewitz> well at least it's still available. If Activision would have taken "care" of it, the servers would already be down
[00:52:36] <droid2727> I think the engine stuff is a curiosity, but not the game itself
[00:52:39] <m_kiewitz> there can't be that many players anymore
[00:53:01] <m_kiewitz> well if we want to get it working, then I guess we would have to pay the subscription :P
[00:53:32] <droid2727> or write our own server implementation
[00:54:09] <droid2727> same goes for INN aka LSCI
[01:01:57] <m_kiewitz> I think I looked into that INN stuff and part of it were actual programs, not scripts
[01:03:00] <droid2727> some of it
[01:03:17] <droid2727> like the red baron game, yeah
[01:03:32] <droid2727> all the cool stuff isn't lsci, basically :P
[01:04:34] <m_kiewitz> so it's kinda useless :P
[01:06:18] <droid2727> alas
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[14:24:17] <Sir_Burpalot> How soon is ScummVM going to switch to SDL 2? SDL 1 has no Retina display support on OS X.
[14:24:24] <Sir_Burpalot> Everything is rendered at half the native DPI and then upscaled.
[14:27:55] <Sir_Burpalot> That's not much of an issue when you're playing a game in its native resolution, but as soon as you maximise the window (because fullscreen is broken) or turn on aspect ratio correction, things start to look ugly.
[14:28:00] <droid2727> just add NSHighResolutionCapable to the plist
[14:31:56] <Sir_Burpalot> Perhaps I'm doing something wrong, but it didn't help.
[14:32:16] <somaen> Well, to be fair, that's not really the biggest issue with SDL1 on OS X
[14:32:30] <somaen> Crashes when switching fullscreen/windowed is a bit worse
[14:32:46] <somaen> But, the answer to your first question is: Not any time soon at all.
[14:33:13] <droid2727> And never "switching" to SDL 2. Supporting it, eventually
[14:33:22] <Sir_Burpalot> That's a shame. I wish someone would make a Boxer for ScummVM.
[14:33:35] <somaen> Well, at some point SDL1 will get too old I guess
[14:33:39] <somaen> seeing as it's unmaintained
[14:33:51] <droid2727> It's a shame SDL2 made crazy decisions
[14:34:06] <somaen> Well, that, and the fact that it's not really mature enough yet.
[14:34:12] <Sir_Burpalot> SDL1 is already too old. It isn't just Apple computers that have high-DPI displays.
[14:34:44] <somaen> aquadran tried to port ResidualVM to SDL2, IIRC OpenGL context creation was broken on OS X in SDL 2.
[14:34:57] <somaen> Sir_Burpalot: Pfft, High-Dpi is just a lack of a new feature
[14:35:08] <somaen> It's worse when things get obsoleted.
[14:35:37] <somaen> Like when OS X 10.7 was released, and SDL 1.2.14 suddenly was unable to go fullscreen at all.
[14:36:16] <somaen> Happily 1.2.15 was released to fix that, but I wouldn't bet on another round of fixes like that, I _WOULD_ however bet on Apple deprecating more stuff in the future.
[14:36:22] <wjp> (fullscreen is broken on OS X?)
[14:36:37] <somaen> wjp: Not consistently
[14:36:45] <wjp> so, that's a yes? :-)
[14:36:49] <somaen> But I did some testing with my GoG-bought LSL
[14:36:52] <Sir_Burpalot> It's just that most open-source projects poop on high DPI, except for GNOME 3 and Firefox.
[14:36:54] <Strangerke> wjp: yes
[14:37:12] <somaen> it can't switch consistently, and IIRC updating from 1.5.0 to 1.6.0 didn't help atleast.
[14:37:30] <Sir_Burpalot> wjp: on Retina displays, it appears to be broken.
[14:37:38] <somaen> Sir_Burpalot: It's a case of "someone needs to care AND have the hw"
[14:38:00] <Strangerke> somaen: and free time
[14:38:03] <Sir_Burpalot> With the OpenGL renderer, at least.
[14:38:16] <somaen> Well, does the normal renderer work?
[14:38:22] <wjp> did anybody already investigate _why_ it's broken?
[14:38:48] <somaen> I seem to remember OS X exposing the actual resolution to OpenGL
[14:38:59] <somaen> but talking in half-resolution through normal APIs or something
[14:39:19] <wjp> and that makes us and/or SDL confused?
[14:39:23] <somaen> (Just speculating, as I remember Diablo 3 reviews talking about very high resolutions)
[14:39:26] <somaen> Might be
[14:39:35] <somaen> I don't have a retina screen, but it could be.
[14:39:46] <somaen> It could also be a case of adding a plist-flag like clone mentioned
[14:40:15] <wjp> that flag sounds it would only be a good idea when using OpenGL rendering?
[14:40:18] <somaen> Which btw should preferably be done for the flag that tells OS X that we DON'T need a dedicated GPU anyhow.
[14:40:37] <somaen> (I.e. the "Sure, Intel graphics is fine" flag)
[14:40:59] <somaen> For battery reasons.
[14:41:09] <wjp> do we have anyone with a Mac and a retina display?
[14:42:09] <somaen> Sir_Burpalot: Did you try to press CMD-I on ScummVM in Finder, and select "open in low res"?
[14:43:12] <Sir_Burpalot> I did just now. Fullscreen is still broken.
[14:43:21] <droid2727> Or have the OS rebuild the plist cache after modifying the plist?
[14:43:25] <somaen> I get the idea that _IF_ that works, then the plsit change should.
[14:43:33] <Sir_Burpalot> Oh, the plist cache.
[14:43:44] <somaen> droid2727: Shouldn't the override in Finder effectively do the same thing?
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[14:44:03] <droid2727> I thought they were slightly different
[14:44:26] <droid2727> But I don't have anything beyond 10.6, so I can only make guesses here
[14:45:44] <somaen> Well, 10.10 here, but non-retina.
[14:45:54] <Sir_Burpalot> I've also noticed that, even though there's pixel doubling, screen transitions in SCI games take considerably longer than they did on a non-Retina display.
[14:46:22] <somaen> I have, from time to time considered doing a native OS X backend for modern-ish OS X.
[14:46:38] <somaen> Since that seems to be the place where SDL tears the most at the seems these days.
[14:46:49] <Sir_Burpalot> That would be very nice.
[14:46:56] <somaen> (And I've been wanting to have some reason to do something in Cocoa anyhow)
[14:47:22] <droid2727> the screen transition nonsense has always been around
[14:47:38] <droid2727> disable vsync and it will be fine
[14:47:43] <Sir_Burpalot> Would it have native OS X menus, too?
[14:48:02] <somaen> In a perfect world where I'd have time, sure, why not.
[14:48:10] <wjp> these transitions are annoying, yes...
[14:49:41] <droid2727> I too have thought about breaking from SDL...
[14:49:57] <somaen> I'm not sure what SDK version should be targetted though, although, I'd guess something like 10.7+ atleast, since SDL1 seems to work ok up until 10.6
[14:50:01] <droid2727> though, I only looked at OpenAL support
[14:50:22] <droid2727> somaen: and then we'd be releasing two versions for Mac?
[14:50:46] <somaen> Well, what we'd be releasing is entirely another question.
[14:51:02] <somaen> But OS X is a rather divergent target when you stretch it from 10.2 to 10.10
[14:51:42] <droid2727> Not as much as you'd think; not for what we use
[14:51:46] <Sir_Burpalot> Other platforms have all around crappy high-DPI support, but on OS X, I only have to put up with ScummVM not supporting it, so that's comforting.
[14:51:49] <somaen> The Intel-side of the UB can be built against 10.5 anyhow (well, 10.4 if we want to support the earliest dev machines)
[14:52:39] <somaen> Although, it isn't really pretty to have a UB where the ppc-binary is SDL1-based, and the Intel-binary is non-SDL-based I guess.
[14:52:42] <droid2727> That might be doable
[14:52:59] <droid2727> Or have a native Mac one be 64-bit only
[14:53:15] <droid2727> and the ppc and x86 ones remain SDL
[14:53:31] <droid2727> it's never pretty, no
[14:55:43] <Sir_Burpalot> Why is there still a PPC build? If anyone is using a PPC Mac in 2014 as anything other than a museum showpiece, they should expect lots of things not to work.
[14:55:47] <somaen> Well, diverging depending on x86/x86-64 is a bit weird
[14:55:56] <somaen> Sir_Burpalot: Please, don't do that.
[14:56:09] <somaen> You won't be getting any more friends that way.
[14:56:20] <Sir_Burpalot> Well, the PPC support is probably the reason Dreamweb is broken on OS X.
[14:56:35] <wjp> Dreamweb is broken on OS X?
[14:56:42] <Sir_Burpalot> Yes. It crashes after the intro.
[14:57:14] <somaen> Is this by any chance 1.6.0?
[14:57:26] <somaen> The problem is not what you think it is.
[14:57:32] <wjp> oh, right, somebody built it with a broken compiler
[14:57:45] <somaen> Yes, it is only in the release build.
[14:57:58] <somaen> A buildbot build of the same branch does not have that issue.
[14:58:20] <Sir_Burpalot> Well, isn't it because of the PPC support that an outdated compiler is used for the release builds?
[14:58:25] <Sir_Burpalot> Maybe not.
[14:59:42] <droid2727> Since buildbot has a ppc build too, no
[15:00:01] <Sir_Burpalot> At some point, though, support for legacy software and hardware really does need to be dropped if it becomes too painful to maintain. Just look at IE6...
[15:00:07] <droid2727> Blaming PPC builds for your woes won't you anywhere
[15:00:18] <wjp> legacy software? Such as, say, Monkey Island 1? :-)
[15:00:29] <droid2727> We're all about supporting legacy software.
[15:01:47] <somaen> Sir_Burpalot: The PPC build can be performed completely separately from the intel build
[15:01:52] <Sir_Burpalot> Oh, another question about Dreamweb.
[15:02:01] <somaen> a UB is basically just a glued together set of 2/3 binaries
[15:02:14] <Sir_Burpalot> Why is the bright palette mode turned on by default?
[15:02:46] <Sir_Burpalot> Does it have something to do with the Amiga version? Because I don't remember Dreamweb ever looking like that on DOS.
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[15:04:31] <Sir_Burpalot> (The buildbot version of ScummVM doesn't crash, by the way, so thanks.)
[15:04:54] <wjp> there should be an option to turn off the bright palette
[15:05:00] <somaen> IIRC, it isn't even a case of a broken compiler, just outdated libs.
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[15:06:50] <Sir_Burpalot> wjp: I know there's an option. It's just always puzzled me why it's enabled by default.
[15:07:46] <somaen> And well, personally I don't really see a big problem with offering two separate OS X builds, one for 10.2-10.6 and one for 10.7+ (or some other split). 10.6 has rosetta, anything after doesn't. The only real problem is that there is nothing preventing that from having to happen AGAIN, which is boring.
[15:07:54] <wjp> somaen: hm, I think the valgrind backtrace pointed at a compiler bug since it was showing data corruption inside our own data strucctures
[15:07:58] <wjp> s/valgrind//
[15:08:27] <somaen> wjp: I vaguely remember doing some tests there, and noticing some discrepancies in the libs
[15:08:41] <somaen> Which of course might lead to a bug in our code at a later point.
[15:08:50] * wjp is unconvinced :-)
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[15:09:13] <somaen> Oh well.
[15:09:25] <somaen> Would anyone scream at me if I _DID_ do a native OS X backend?
[15:11:05] <wjp> assuming it would have feature parity, I guess the big question would be maintenance
[15:12:23] <somaen> Yeah, I'd be hoping to converge atleast SOME with the iOS-backend
[15:13:49] <somaen> It would give me a chance to add proper fullscreen support, which SDL1 won't add, ever.
[15:17:07] <somaen> I remember having some code in for ResidualVM that allowed the iOS backend (lifted from ScummVM) to work in GLES2 too, moving the GL-context from the main-thread to the "gameloop"-thread, I really should take another look at that (and look into allowing both GLES1 and GLES2) for backporting/completion.
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[18:05:09] <WooShell> meow =^.^=
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[19:19:55] <Raziel^> m_kiewitz: too bad they didn't award that :-)
[19:20:12] <m_kiewitz> we could patch something in :P
[19:20:23] <Raziel^> hell, yeah, please :-D
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[20:41:51] <sirlemonhead> heh getting major weirdness in Fate of atlantis from GOG.
[20:42:14] <sirlemonhead> Sophia is apparently having knifes thrown at her, yet she's currently on the other side of the screen :P
[20:42:46] <sirlemonhead> knife thrower is talking to thin air :)
[20:43:56] <sirlemonhead> I assume that's just Scumm itself acting up and/or old scummvm version..
[20:45:18] <droid2727> file a bug
[20:45:55] <sirlemonhead> ok, will do. I have two savegames where it acts up
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